I think the graphical styles between the different elements are too varied. The look of your game lacks cohesion. Take the screenshot with the Nazi, for instance... the walls are a hi-res texture, the Nazi is low-res MSPaint style pixel art with thin lines, and the gun has thick pixel lines with hi-res shading. They're all conflicting with each other. You should pick one style and stick with it. Any one of those styles would be fine, as long as ALL the things in your game are drawn in the same style.

As for the update you had me make in the first post, I'm not sure you had the right link to the newest version in the PM you sent me. I downloaded it and there was no map and no Nazis to shoot.

I'd also be interested in seeing some variation in the level design... not just a one-space-wide maze of tightly packed corridors. Make larger, more open areas, and rooms that branch off of the maze, etc. In the version I played, at least, it all looked exactly the same and I had no idea where I was.

Well I know the graphical stuff yeah. The Fat line on revolver was my mistake too lazy to explain all the dirty details but blame me on that. Wall texture was found on internet and I think its pretty good. But after all this was more like presentation and is going to be tutorial to show 2.5D elements that aren't documented yet like shooting and enemies.

Well it should be the newest version with maze and at the end there is 2 enemies guarding artifact (First had 10 but the engine well game got bugged and didn't allow me to have more than 2). I removed the minimap to make game a lot harder (It wasn't easy for Indy neither )

As I said this is too complex and hard work compared to what you will get at the end so im sticking into 2D. Going to make 2D Indy game which is probably going to be a lot better.